Saturday, October 23, 2010

games

Anyone who has ever walked through a shopping mall on a weekend knows
how popular videogame arcades have become with our young people.   It is becoming
a force in the lives of millions of kids all across America.   Parents and
teachers become more concerned and worried when they see their kids devoted to
videogames.   They are highly concentrated because vidiogames greatly influence
the mental and learning processes of the younger generation. Many parents
believe that their children learn values more from the mass media rather than
their from homes. Generally speaking, the video and computer game industry has
been a growing concern to the religious groups, responsible politicians and
bewildered parents for the disturbing contents and the substandard themes in
some of its games.   The videogame technology must be recognised for its role and
influence on the younger generation because, for better or worse, it clearly
affects their academic and social life.
Indeed, statistics are really alarming on the videogame industry. It is
a multi-million dollar   business growing at 40 per cent a year from 1987 to 1993
(Palmeri 102).   Tetzeli in his article "Videogames:   Serious Fun" compares
videogames $ 6.5 billion--a--year business to the Hollywood film industry (110).
He continues to point out that two Japan based conglomerate have put about 64
million videogame machines in US households in total.   In addition to that they
also produced and licenced   for all their softwares for their machines (110).
Palmery estimates to produce and market a ful featured videogame it would costs
up to $10 million (102).   Because of the cost producers attempt to make a return
on their investments and earn as much profits as they can.   To achieve their
goals, they feature more blood, gore and human dismemberment in their games to
appeal to the younger generation because violence sells.

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